Pg. 1 -
Pg. 3 -
Jedi Battlemaster
Pg. 8 -
Jedi Beastmaster
Pg. 10 -
Jedi Consular
Pg. 12 -
Jedi Guardian
Pg. 14 -
Jedi Healer
Pg. 16 -
Jedi Mystic
Pg. 18 -
Jedi Shadow
Jedi Master
Class Skills
Skill
Bluff
Climb
Computer Use
Craft
Diplomacy
Disable Device
Disguise
Gather Information
Handle Animal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Profession
Read/Write Language
Ride
Search
Sense Motive
Speak Language
Spot
Survival
Treat Injury
Tumble
C = Class Skill
Key
Ability
CHA
STR
INT
INT
CHA
INT
CHA
CHA
CHA
DEX
CHA
STR
INT
WIS
DEX
WIS
N/A
DEX
INT
WIS
N/A
WIS
WIS
WIS
DEX
x = Cross-Class Skill
Untrained
JP
JBa
JBe
JC
JG
JH
JMy
JS
JM
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
No
Yes
Yes
No
No
Yes
Yes
Yes
No
Yes
Yes
Yes
No
x
C
C
C
x
x
x
C
x
x
x
C
C
x
x
C
x
x
x
x
x
C
C
C
C
x
C
x
C
x
x
x
x
x
C
C
C
C
C
C
x
x
x
x
x
x
C
x
C
C
x
x
x
C
x
x
x
x
C
C
C
C
C
C
C
C
x
C
C
x
C
C
C
C
C
C
x
C
C
C
x
x
C
x
x
C
x
C
x
x
C
C
x
x
C
C
x
x
C
x
x
C
C
C
x
x
x
x
x
x
C
C
C
x
x
C
x
x
x
x
x
x
x
x
C
x
x
C
C
x
x
x
C
x
x
x
x
C
x
x
C
C
x
C
x
C
x
C
C
x
x
x
x
C
C
x
x
C
C
x
x
x
C
x
x
C
C
C
x
C
C
C
C
C
x
C
C
C
C
C
C
C
C
x
C
C
C
C
C
C
C
C
x
C
C
C
C
C
x
C
x
x
C
C
C
x
x
C
C
x
C
x
C
x
x
C
C
x
C
C
C
x
C
C
x
Force Skills
Skill
Type*
Affect Mind
Battlemind
Empathy
Enhance Ability
Enhance Senses
Farseeing
Fear
Force Defense
Force Grip
Force Push
Force Stealth
Friendship
Heal Another
Heal Self
Move Object
See Force
Telepathy
Alter
Control
Force
Force
Sense
Sense
Sense
Control
Alter
Alter
Control
Force
Alter
Control
Alter
Sense
Sense
Key
Ability
CHA
CON
WIS
CON
WIS
WIS
WIS
CON
INT
INT
CON
CHA
WIS
CON
INT
WIS
WIS
Untrained
FA
JP
JBa
JBe
JC
JG
JH
JMy
JS
JM**
No
No
Yes
No
No
No
Yes
Yes
Yes
No
Yes
No
Yes
Yes
Yes
Yes
No
C
4
C
C
2
2
2
3
C
C
4
C
C
4
C
2
2
1/3/4
1/3/4
C
C
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
C
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C/E7
C
C
C/E4
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C/E2
C/E5
C/E7
C
C
C
C
C
C/E4
C
C
C/E6
C
C
C
C
C
C
C
C
C
C/E2
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C/E10
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
*Students must possess the prerequisite Feat in order to use the Force Skill. Until they reach the Student level awarding a
required Primary Force feat (C/S/A), ranks must be purchased as cross-class skills. (This should only be an issue with 1st level
Humans or characters multi-classing into the Jedi classes with pre-existing Force Feats and Skills)
** Jedi Masters get a Skill Emphasis Bonus Feat in a Force Skill of their choice at 6th level.
Force Skills are different from the rest of the skills available to characters. No character may take any ranks in these skills
unless he has the Proper Prerequisite Feat or Feats. Even with a prerequisite feat, Jedi characters treat them as Cross-class
skills until they reach the appropriate Student Padawan level as noted in the Student Padawan level progression table. For
example, a Human Student takes Control as her Class Primary Force Feat, and Sense as her Human bonus feat. Until
rd
th
electing Sense as her Primary Force Feat at 3 or 4 level, Force Skills with a Sense Pre-requisite are cross-class skills for
her.
All Jedi Knight Prestige Classes and the Jedi Master Prestige Class list the Force Skills as Class skills, in addition to the
mundane skills associated with each branch of the Order. Certain Jedi Knight Orders gain Skill Emphasis in specific Force
Skills as class abilities at certain levels.
Force Feats
Feat
Alter
Force Lightning
Force Whirlwind
Throw Lightsaber
Control
Burst of Speed
Knight Speed
Master Speed
Dissipate Energy
Lightsaber Defense
Knight Defense
Master Defense
Prolong Force
Force Mastery
High Force Mastery
Sense
Deflect Blasters
Force Mind
Knight Mind
Master Mind
Level
Prerequisite
st
Force 1
th
Force 7
th
Force 6
rd
Force 3
st
Force 1
rd
Force 3
th
Jedi 7
th
Jedi 13
rd
Force 3
rd
Force 3
th
Jedi 7
th
Jedi 13
rd
Force 3
th
Force 7
th
Force 13
st
Force 1
th
Force 4
rd
Force 3
th
Jedi 7
th
Jedi 13
ATTR
Prerequisite
Int 13+
Dex 13+
Dex 13+
Dex 13+
Dex 13+
Dex 13+
Dex 13+
Con 13+
Wis 15+
Wis 17+
Dex 13+
Wis 15+
Wis 15+
Wis 15+
Skill/Feat/Other Prerequisite
Force Sensitive
Force Sensitive, Alter
Force Sensitive, Alter, Move Object 5+
Force Sensitive, Alter, EWP (LS), Base Attack 4+
Force Sensitive
Force Sensitive, Control
Force Sensitive, Control, Burst of Speed
Force Sensitive, Control, Burst of Speed
Force Sensitive, Control
Force Sensitive, Control, EWP (LS), Base Attack 3+
Force Sensitive, Control, EWP (LS), Base Attack 3+
Force Sensitive, Control, EWP (LS), Base Attack 3+
Force Sensitive, Control
Force Sensitive
Force Sensitive, Force Mastery
Force Sensitive
Force Sensitive, Sense, EWP (LS), Base Attack 4+
Force Sensitive, Sense
Force Sensitive, Sense, Force Mind
Force Sensitive, Sense, Force Mind
Level Prerequisites:
Force = Total levels in any Force Using Classes (Adept, Student/Padawan, Knight, Master)
Jedi = Total Levels in any Jedi Classes (Student/Padawan, Knight, Master)
The Force Sensitive feat is a prerequisite for all Force feats. The Force indicates levels in either of the Force-using classes
(Force Adept, Student/Padawan, Knight, Master). The term Jedi indicates total levels in Jedi classes (Student/Padawan,
Knight, Master).
Jedi Student/Padawan
Era Notes: The Jedi Student/Padawan
The Jedi Student/Padawan is available as a character class in all eras, but anyone playing in the Rebellion time
frame must adhere to certain restrictions. During the times of the Tales of the Jedi and the Rise of the Empire, all versions of
the Jedi exist and the Jedi Council remains active, so student characters are abundant (at least for Jedi). In the New Jedi
Order period, Luke Skywalkers Jedi academy has again opened the door to characters who want to start as 1st level Jedi
students.
In the Rebellion and early New Republic era, higher level characters from an earlier era may still be around (Ben
Kenobi, Alaric Brandl), but no hero may begin play as a Jedi student during this time of turmoil. A hero who wishes to become
a Jedi must begin as a member of some other class. At any time after gaining 2nd level as a character, the hero may (if he has
the Force Sensitive Feat) choose to begin advancing as a Jedi Student/padawan.
For example, a fringer selects Force Sensitive as his 1st level feat. Upon reaching 3rd level he decides to become a 2nd level
st
Fringer/1 level Jedi Student
Characteristics: A Jedi Student/Padawan will begin having demonstrated mastery of one of the aspects of the Force, either
the ability to feel the Living Force around them (Sense Feat), to affect the Living Force within themselves (Control Feat), or the
ability to manipulate the external world (Alter Feat).
Background: A Jedi Student/Padawan typically starts out attached to a higher-ranking Jedi Knight or Jedi Master. The Jedi
Student/Padawan finds that one or more groups of powers (Control/Sense/Alter) come more easily to him or her, and this
character has a committed wish to use the Force to help the people of the galaxy. A Jedi Student/Padawan has a deep
connection to his or her mentor and the Jedi Order, but often operates with only tangential contact with either Master or Order.
Game Rule Information
Abilities: A Jedi should be gifted in all abilities, with an eye towards what kind of Knighthood the Student/Padawan is aspiring
towards. Wisdom and Intelligence are the backbone of important Force Skills, Strength, Dexterity, and Constitution are
important for Jedi who intend to rely back on their combat abilities. Charisma is important for Jedi who intend to interact
regularly or intensely with others.
Vitality: 1D8 + Constitution Modifier Per Level
Jedi
Level
1
2
3
4
5
6
7*
8
9
10
11
12
13
14**
15
16
17
18
19
20
Base Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/10+/+5
Fort
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Starting Feats, Lightsaber
Exotic Weapon (Lightsaber)
Primary Force Feat
Primary Force Feat
Force Feat
Force Feat
Lightsaber
Damage
+0d8
+0d8
+0d8
+0d8
+0d8
+1d8
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+2d8
+3d8
+3d8
+3d8
+3d8
+3d8
Defense
Bonus
+3
+4
+4
+4
+5
+5
+6
+6
+6
+7
+7
+8
+8
+8
+9
+9
+10
+10
+10
+11
Reputation
Score
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
*Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a Student/Padawan
cannot attain any of the Jedi Knight Prestige classes.
**Special = If a Student/Padawan cannot achieve one of the Jedi Knight Prestige classes by the time they reach their 14th level
as a Student/Padawan, they cannot attain any of the Jedi Knight Prestige Classes.
Starting Age: Young Adult +1d4
Class skills
Skill Points at 1st Level: (6 + Int Mod) X 4
Skill points at each additional level: 6 + Int Mod
Skill
Climb
Computer Use
Craft
Gather Information
Jump
Knowledge
Profession
Spot
Survival
Treat Injury
Tumble
Key
Ability
STR
INT
INT
CHA
STR
INT
WIS
WIS
WIS
WIS
DEX
Untrained
JP
Force Skill
Type*
Yes
Yes
Yes
Yes
Yes
No
No
Yes
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JP*
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
C
C
C
1/3/4
1/3/4
1/3/4
1/3/4
1/3/4
level, the Jedi Padawan/Student gains the Exotic Weapon (lightsaber) feat.
Primary Force Feat: At 3rd level, the Jedi Padawan/Student gains another of the Primary Force Feats (Control / Sense / Alter)
as a bonus, as well as access to the Force Skills governed by that Feat.
Primary Force Feat: At 4th level, the Jedi Padawan/Student gains the last of the Primary Force Feats (Control / Sense / Alter)
as a bonus, as well as access to the Force Skills governed by that Feat.
th
Force Feat: At 7 level, the Jedi Padawan/Student gains a bonus Force Feat. The student must meet the prerequisites for a
feat before selecting it.
Force Feat: At 13th level, the Jedi Padawan/Student gains a bonus Force Feat. The student must meet the prerequisites for a
feat before selecting it.
st
Credits: A 1 level Jedi Padawan/Student starts play with (2d6+2) x 100 credits
own way of thinking and doing things. The Master must remain vigilant to answer his growing questions and steer him
st
down the proper path. The fundamental difference between the Jedi Student who begins training from an early age (1
character level) and a Student who enters the Jedi ranks later in life (Multi-classing) is certainly reflected in the rules for
st
starting a character and starting a new class. A 1 Character level Jedi Student has completed about 1/3 of the
traditional Student/Padawan phase of the Jedi Order, as is reflected by their starting skill points. Characters entering the
Jedi Order later in life do indeed face a long road before them.
The Trials
The Trials are intended to be a crucible, a test of character as well as ability. The Trials are not set in stone; they are
custom fitted to each Padawan. They are part and parcel tests of the Jedi's commitment, ability, and moral grounds. The
Student/Padawan's fears, their hidden wants and needs, their passions, or their tragedies, all are weighed and
somewhere among their Psyche lays the key, the measure by which the Council can judge their worthiness. How they
deal with the trial, as much as whether or not they physically succeed or fail is the true trial, the true test. For some,
accepting failure may be the greatest trial.
Normally the Trials are only given to those without the taint of the Dark Side (no DSPs), in the hopes that no more
than one mistake will be sufficient warning to drive home the dangers and responsibilities of being a Jedi.
Completing the trials without temptation (IE: no Dark Side Points) could be considered an "A" grade. One Dark Side
Points would be a "B" or "C" grade, and 2 or more would receive a "D" or "F".
Although one would think that a ranked A+ Padawan would be the most desirable outcome, this is not completely the
case. The straight A student will have problems of their own - since without failure, there is no chance to learn from your
mistakes. These Jedi, although noble and heroic figures, have a fundamental lack of understanding of the Dark Side, and
how easy it could be to be lured in. Even if through the course of training or in the aftermath of the trials, they atone for
the stain of evil on their soul gained during the Trials, the experience will have greater value to them and yield a better
Jedi in the long run than if they never had to face those kinds of risks.
The Failure of a Student/Padawan
If for some reason, a Student/Padawan fails the Jedi trials repeatedly and the master "gives up" and will teach him no
more, the Jedi Council or Master Skywalker (depending on era) may assign another master to that student. If the failure
is the Student/Padawan's fault (frustration at the teachers, an inability to cope with the personal restrictions and
hardships of Jedi life), and they do not fall to the Dark Side, they may choose to abandon the Jedi way to serve the
Republic. (in a civil service manner similar to a temple dropouts) These characters would be closely monitored by Jedi
Knights, (due to their potent Force Abilities) most often Mystics or Consulars.
If a Padawan's repeated failures are due to the taint of the Dark Side, and they abandon the Jedi way and are turned,
then monitoring of their activities is assumed by the Jedi Shadows, who will carry out their duties and kill the fallen
Padawan IF REQUIRED. Only if they are an active threat to order and stability, or a threat to innocents by their direct
actions, will this extreme measure be taken. If they prey on the Underworld (harming goons and flunkies, willful
henchman and the like) the Shadows will likely not interfere, and merely direct Sector Rangers, CORSEC, or other local
law enforcement agents in response to criminal activity. If Force use against innocents is a direct contributor to that
activity, a Jedi Shadow may step in and carry out their duty.
Beyond the Trials
If they are successful in the Trials, then the Student/Padawan is granted the title of Jedi Knight. They are given
permanent accommodations at the Jedi Temple (if any), and receive assignments according to the era in which they are
active.**
**
TOTJ-Rise of the Empire = the Jedi Council, the Senate, or the Supreme Chancellor of the Republic.
The Rebellion-New Republic = their Master, the Rebellion/New Republic, or the Empire
NJO = Their Master, Master Skywalker, or the Senate
**
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Special
Weapon Focus
Uncanny Dodge (Dex Defense)
Weapon Specialization
Uncanny Dodge (Cant be Flanked)
Improved Two Weapon Fighting
Deadly Strike
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+3d8
+3d8
Defense
Bonus
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Reputation
Score
+0
+1
+0
+1
+0
+1
+0
+1
+0
+1
Requirements
Base Attack Bonus = +8
Skills = Climb 5+
Jump 9+
Sense Motive 3+
Tumble 7+
Feats = Force Sensitive
Martial Artist
Two-Weapon Fighting
Force Feats =
Control
Sense
Alter
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
Class Skills
Skill points at each additional level: 4 + Int Mod
Skill
Climb
Craft
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Spot
Treat Injury
Tumble
Key
Ability
STR
INT
DEX
CHA
STR
INT
WIS
DEX
WIS
WIS
DEX
Untrained
JBa
Force Skill
Type*
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JBa
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Class Features
Vitality = 1D10 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. At 1st level a Jedi Knight has a pool of
+25% (round down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for
Force Skills and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force
skills and feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular
vitality points, but only AFTER all regular vitality is recovered.
Weapon Focus Feat = At 1st level, the Jedi Battlemaster gains the Weapon Focus feat. This feat is usually taken in lightsaber
but the Battlemaster may elect to focus in any melee weapon they are proficient in, to include Unarmed. A Battlemaster
cannot focus in a ranged weapon unless it is a thrown weapon
Uncanny Dodge = At 2nd Level, the Jedi Battlemaster gains the extraordinary ability to react to danger before his senses
would allow him to do so. At 2nd level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being
caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized). At 6th level, the
Jedi Battlemaster can no longer be flanked, as he can react to opponents on opposite sides of him as easily as he can react to
a single attacker. This ability denies Scoundrels, Bounty Hunters, and Jedi Shadows the ability to use flank attacks to Sneak
Attack the Jedi Battlemaster.
th
Weapon Specialization Feat = At 4 level, the Jedi Battlemaster gains weapon specialization. Weapon Specialization adds
+2 damage bonus with a chosen weapon. The Jedi Battlemaster must have Weapon Focus with that weapon to take Weapon
Specialization. The weapon cannot be a ranged weapon unless it is a thrown weapon.
th
Improved Two Weapon Fighting Feat = At 8 level the Jedi Battlemaster gains this bonus Feat.
Deadly Strike = At 10th Level the Jedi Battlemaster gains the ability to execute a deadly strike with any weapon he wields (or
unarmed attack). Making a deadly strike is a full-round action. (The hero can take a 2-meter step, but cannot make any other
action or movement). The Jedi Battlemaster uses his normal base attack bonus (including all relevant modifiers), with an
additional +4 competence bonus on the attack. The threat range for a critical hit is doubled, and the attack also deals
maximum possible damage (regardless whether it is a normal hit or a critical hit). Only the base damage for the weapon is
maximized, all other bonuses (Sneak attack, Force weapon, Jedi Level/Lightsaber bonus) are rolled as normal.
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Special
Comprehend Beast Speech
Skill Emp. (Animal Hand.)
Beast Speech
Skill Emp. (Survival)
Track
Skill Emphasis (Telepathy)
Comprehend Beast Speech
Uncanny Dodge (Dex Defense)
Beast Speech
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+2d8
Defense
Bonus
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Reputation
Score
+0
+1
+0
+1
+0
+1
+0
+1
+0
+1
Requirements
Skills = Animal Handling 9+
Empathy 5+
Survival 5+
Feats = Force Sensitive
Animal Affinity
Force Feats =
Control
Sense
Alter
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
th
Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
Class Skills
Skill points at each additional level: 6 + Int Mod
Skill
Craft
Handle Animal
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Profession
Ride
Search
Speak Language
Spot
Survival
Treat Injury
Tumble
Key
Ability
INT
CHA
DEX
CHA
STR
INT
WIS
DEX
WIS
DEX
INT
N/A
WIS
WIS
WIS
DEX
Untrained
JBe
Force Skill
Type*
Yes
No
Yes
Yes
Yes
No
Yes
Yes
No
Yes
Yes
No
Yes
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JBe
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C/E7
Class Features
Vitality = 1D6 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st
th
Comprehend Beast Speech = At 1 and again at 8 level, the Jedi Beastmaster gains the extraordinary ability to understand
a number of Beast languages equal to his Int modifier.
Skill Emphasis (Animal Handling) = At 2nd level the Jedi Beastmaster gains this bonus Feat.
Beast Speech = At 3rd and again at 10th level, the Jedi Beastmaster gains the extraordinary ability to speak a number of Beast
languages equal to his Int modifier
th
Skill Emphasis (Survival) = At 5 level the Jedi Beastmaster gains this bonus Feat.
Track = At 6th level the Jedi Beastmaster gains this bonus Feat.
th
Skill Emphasis (Telepathy) = At 7 level the Jedi Beastmaster gains this bonus Feat.
Uncanny Dodge = At 9th level, the Jedi Beastmaster gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 9th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flatfooted or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Trustworthy
Comprehend Speech
Skill Emp. (Empathy)
Leadership
Skill Emp. (Discern Motive)
Uncanny Dodge (Dex Defense)
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+2d8
Defense
Bonus
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Reputation
Score
+1
+1
+0
+1
+1
+0
+1
+1
+0
+1
Requirements
Skills = Diplomacy +8
Knowledge (Jedi Lore) +8
Feats = Force Sensitive
Force Feats =
Control
Sense
Alter
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
th
Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
Reputation = 5
10
Class Skills
Skill points at each additional level: 6 + Int Mod
Skill
Bluff
Computer Use
Craft
Diplomacy
Gather Information
Intimidate
Knowledge
Profession
Read/Write Language
Sense Motive
Speak Language
Treat Injury
Key
Ability
CHA
INT
INT
CHA
CHA
CHA
INT
WIS
N/A
WIS
N/A
WIS
Untrained
JC
Force Skill
Type*
Yes
Yes
Yes
Yes
Yes
Yes
No
No
No
Yes
No
Yes
C
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JC
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C/E4
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Class Features
Vitality = 1D6 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st
Trustworthy = At 1 level The Jedi Consular gains this bonus Feat.
Comprehend Speech = At 3rd level the Jedi Consular gains the Force Ability to comprehend any spoken language, the Jedi
Consular cannot speak any languages through this ability, only understand them.
Skill Emphasis (Empathy) = At 4th level the Jedi Consular gains this bonus Feat.
Leadership = At 5th level the Jedi Consular can direct the actions of others to insure success. This requires a Diplomacy
check (DC 10 + the number of allies to be assisted) and a full-round action. A success grants a competence bonus on all his
allies skill checks for 1 minute (or a single task if it requires more than 1 minute to complete). This bonus is equal to the
leaders Charisma bonus. All allies to be affected must be within sight and voice range of the Jdi Consular, and must be able
to understand him.
Skill Emphasis (Discern Motive) = At 7th level the Jedi Consular gains this bonus Feat.
Uncanny Dodge = At 9th level, the Jedi Consular gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 9th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flatfooted or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized.
11
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Feat (Soldier or Force)
Weapon Focus (Lightsaber)
Feat (Soldier or Force)
Feat (Soldier or Force)
Weapon Spec. (Lightsaber)
Feat (Soldier or Force)
Uncanny Dodge (Dex Defense)
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+3d8
+3d8
Defense
Bonus
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Reputation
Score
+1
+1
+0
+1
+1
+0
+1
+1
+0
+1
Requirements
Base Attack Bonus = +6
Skills = Knowledge 6+
Diplomacy 3+
Feats = Force Sensitive
Force Feats =
Control
Sense
Alter
Deflect Blasters
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
Reputation = 3
12
Class Skills
Skill points at each additional level: 4 + Int Mod
Skill
Climb
Computer Use
Craft
Intimidate
Jump
Knowledge
Profession
Tumble
Key
Ability
STR
INT
INT
CHA
STR
INT
WIS
DEX
Untrained
JG
Force Skill
Type*
Yes
Yes
Yes
Yes
Yes
No
No
No
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JG
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Class Features
Vitality = 1D10 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
nd
Bonus Feats = At 2 level and every two levels thereafter, the Jedi Guardian gains a Bonus Feat that must be drawn from
either the Soldier or Force Feat list. The Jedi Guardian must meet any prerequisites in order to select these feats.
Weapon Focus Feat = At 3rd level, the Jedi Guardian gains the Weapon Focus (Lightsaber) feat.
Weapon Specialization Feat = At 7th level, the Jedi Guardian gains the Weapon Specialization (lightsaber) feat. Weapon
Specialization adds +2 damage bonus with a chosen weapon. The Jedi Guardian must have Weapon Focus with that weapon
to take Weapon Specialization.
Uncanny Dodge = At 10th Level, the Jedi Guardian gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 10th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flatfooted or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).
13
Base Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Fort
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Ref
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Healing
Skill Emp. (Friensdship)
Skill Emp. (Treat Injury)
Skill Emp. (Heal Another)
Force Weapon (+1d4)
Skill Emp. (Heal Self)
Skill Mastery (Treat Injury)
Force Weapon (+2d4)
Lightsaber
Damage
+0d8
+0d8
+0d8
+0d8
+0d8
+1d8
+1d8
+1d8
+1d8
+1d8
Defense
Bonus
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Reputation
Score
+1
+1
+0
+1
+1
+0
+1
+1
+0
+1
Requirements
Skills = Treat Injury 6+
Profession 4+
Empathy 4+
Feats = Force Sensitive
Force Feats =
Control
Sense
Alter
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
14
Class Skills
Skill points at each additional level: 6 + Int Mod
Skill
Computer Use
Craft
Gather Information
Knowledge
Profession
Read/Write Language
Search
Speak Language
Survival
Treat Injury
Key
Ability
INT
INT
CHA
INT
WIS
N/A
INT
N/A
WIS
WIS
Untrained
JH
Force Skill
Type*
Yes
Yes
Yes
No
No
No
Yes
No
Yes
Yes
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JH
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C/E2
C/E5
C/E7
C
C
C
Class Features
Vitality = 1D8 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
st
Healing = At 1 level the Jedi Healer may add his Treat Injury skill rank to any skill check made to rejuvenate or heal either
himself or another with the Force.
Skill Emphasis (Friendship) = At 2nd level the Jedi Healer gains this bonus Feat
Skill Emphasis (Treat Injury) = At 3rd level the Jedi Healer gains this bonus Feat
Skill Emphasis (Heal Another) = At 5th level the Jedi Healer gains this bonus Feat
Force Weapon (+1d4) = At 6th level the Jedi Healer can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Healer wields personally. It takes a full-round action to imbue the
weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
characters Jedi Healer level. The weapons damage is increased by +1d4. At 10th level the weapons damage increases by
an additional +1d4.
Skill Emphasis (Heal Self) = At 7th Level the Jedi Healer gains this bonus Feat
Skill Mastery (Treat Injury) = At 9th level the Jedi Healer selects a number of healing skills (Treat Injury, Heal Another, Heal
Self) up to his Intelligence modifier. When making a skill check with one of these skills, the Jedi Healer may take 10 even if
stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use it reliably
even under adverse conditions.
15
Base Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Skill Emp. (See Force)
Force Weapon (+1d4)
Skill Emp. (Empathy)
Skill Emp. (Farseeing)
Force Weapon (+2d4)
Uncanny Dodge (Dex Defense)
Force Weapon (+3d4)
Lightsaber
Damage
+0d8
+0d8
+0d8
+0d8
+0d8
+1d8
+1d8
+1d8
+1d8
+1d8
Defense
Bonus
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Reputation
Score
+1
+1
+0
+1
+1
+0
+1
+1
+0
+1
Requirements
Attributes = Wis 15+
Base Attack Bonus = +4
Skills = Gather Information 7+
Sense Motive 3+
Feats = Force Sensitive
Force Feats =
Control
Sense
Alter
Force Mastery
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
Knight Prestige classes by the time they reach their 14th level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
16
Class Skills
Skill points at each additional level: 6 + Int Mod
Skill
Craft
Diplomacy
Gather Information
Handle Animal
Knowledge
Profession
Read/Write Language
Ride
Sense Motive
Speak Language
Spot
Survival
Treat Injury
Key
Ability
INT
CHA
CHA
CHA
INT
WIS
N/A
DEX
WIS
N/A
WIS
WIS
WIS
Untrained
JMy
Force Skill
Type*
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
Yes
Yes
Yes
C
C
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JMy
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C/E4
C
C
C
C/E6
C
C/E2
C
Class Features
Vitality = 1D6 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
nd
Force Weapon (+1d4) = At 3rd level the Jedi Mystic can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Healer wields personally. It takes a full-round action to imbue the
weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
characters Jedi Mystic level. The weapons damage is increased by +1d4. At 7th level and again at 10th level the weapons
damage increases by an additional +1d4.
th
Skill Emphasis (Empathy) = At 4 level the Jedi Mystic gains this bonus Feat.
Skill Emphasis (Farseeing) = At 6th level the Jedi Mystic gains this bonus Feat.
th
Uncanny Dodge = At 8 Level, the Jedi Mystic gains the extraordinary ability to react to danger before his senses would allow
him to do so. At 8th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flat-footed
or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).
17
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Special
Martial Arts
Sneak Attack (+1d6)
Uncanny Dodge (Dex Defense)
Sneak Attack (+2d6)
Force Weapon (+1D4)
Sneak Attack (+3D6)
Skill Emp. (Telepathy)
Requirements
Base Attack Bonus = +6
Skills = Force Stealth 9+
Knowledge (Sith Lore) 4+
Knowledge (Jedi Lore) 5+
Sense Motive 5+
Feats = Force Sensitive
Stealthy
Force Feats =
Control
Sense
Alter
18
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+2d8
Defense
Bonus
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Reputation
Score
+0
+1
+0
+1
+0
+1
+0
+1
+0
+1
Special = A Jedi who has not completed constructing a Lightsaber prior to attaining their 7th level as a
Student/Padawan cannot attain any of the Jedi Knight Prestige classes. If a Student/Padawan cannot achieve one of the Jedi
th
Knight Prestige classes by the time they reach their 14 level as a Student/Padawan, they cannot attain any of the Jedi Knight
Prestige Classes.
A Shadow must be hand picked for their duties by the leadership of the Jedi Order of their era. (Jedi Council, Shadow
Masters, The Emperor*, or Master Skywalker). The Shadows are a secret organization whose ranks are only open to those
chosen for exemplary service and unswerving dedication. Additionally, that approving authority must review the Jedi Shadow
prior to each level advancement within the Prestige class. If they determine that there is any question or danger posed by the
Shadow, further advancement within Shadow ranks is forbidden.
* In the Age of Rebellion the Emperor fielded his own Dark Jedi Shadows in the form of his Hands and Inquisitors. Light side
Shadows only exist as individual students of surviving experienced Shadows from earlier eras.
Class Skills
Skill points at each additional level: 8 + Int Mod
Skill
Bluff
Climb
Computer Use
Craft
Diplomacy
Disable Device
Disguise
Gather Information
Hide
Intimidate
Jump
Knowledge
Listen
Move Silently
Profession
Read/Write Language
Search
Sense Motive
Speak Language
Spot
Survival
Tumble
Key
Ability
CHA
STR
INT
INT
CHA
INT
CHA
CHA
DEX
CHA
STR
INT
WIS
DEX
WIS
N/A
INT
WIS
N/A
WIS
WIS
DEX
Untrained
JS
Force Skill
Type*
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
Yes
No
Yes
Yes
No
No
Yes
Yes
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JS
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C/E10
Class Features
Vitality = 1D8 + Constitution Modifier
Force Pool = Jedi Knights are able to better use the force than other Force Users. A Jedi Knight has a pool of +25% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
Martial Arts = At 1st level the Jedi Shadow gains improved ability to fighting while unarmed. He can deal more damage with
unarmed strikes (1d6 Medium, 1d4 Small) and is capable of inflicting Critical Hits (20).
nd
Sneak Attack (+1d6) = At 2 level if a Jedi shadow can catch an opponent who is unable to defend himself effectively from
his attack, he can strike a vital spot for extra damage. Basically, any time the Jedi Shadows target would be denied his
Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the Shadow flanks the target, the Jedi
Shadows attack deals extra damage. The damage is an additional +1d6 at 2nd level, an additional +1d6 at 5th level (+2d6),
th
and an additional +1d6 at 8 level (+3d6). Ranged attacks can only count as Sneak Attacks if the target is within 10 meters.
The Jedi Shadow cannot strike with deadly accuracy beyond that range. A Jedi Shadow can only make Sneak Attacks against
living targets with discernable anatomies. Additionally, any target that is immune to Critical Hits is also immune to Sneak
Attacks. The Jedi Shadow must be able to see the target well enough to pick out a vital spot and must be able to reach a vital
spot. The Jedi Shadow cant Sneak Attack while striking a target with Concealment or striking the limbs of a target whose
vitals are beyond reach. Sneak Attack can be combined with See Force (to defeat Concealment), Force Push, *Force Grip,
and *Force Lightning for targets with vitals within 10 meters.
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Uncanny Dodge = At 4th level the Jedi Shadow gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 4th level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flatfooted or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized).
Force Weapon (+1d4) = At 7th level the Jedi Shadow can imbue a non-powered melee weapon (such as a club, knife, or a
quarterstaff) with the Force. This must be a weapon that the Shadow wields personally. It takes a full-round action to imbue
the weapon with the Force and costs 3 Vitality Points. The benefit the weapon gains lasts for a number of rounds equal to the
characters Jedi Shadow level. The weapons damage is increased by +1d4.
th
Skill Emphasis (Telepathy) = At 10 level the Jedi Shadow gains this bonus Feat.
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Jedi Master
The transition from Jedi Knight to Jedi Master is more than simply taking on a Student/padawan. The Knight's first
Student/Padawan must complete his training, before the Knight can assume the title of Master. However, one must point out
the distinction between the title "master" as used by the Student when addressing his mentor, and "Jedi Master", the title used
between fully trained Jedi and outside the Jedi hierarchy.
A Jedi Knight without a current Student/Padawan is encouraged to make an annual visit the Temple (if any) to watch the
current crop of initiates. They have the option of not selecting a Student/Padawan, but they must periodically appear and
review the available candidates.
Master
Level
1
2
3
4
5
6
7
8
9
10
Base Attack
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Fort
Save
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Special
Uncanny Dodge (Dex Defense)
Skill Emp (Knowledge), Jedi Spirit
Healing
Uncanny Dodge (Cant be Flanked)
Skill Emp (Force Skill)
Lightsaber
Damage
+1d8
+1d8
+1d8
+1d8
+1d8
+2d8
+2d8
+2d8
+2d8
+2d8
Defense
Bonus
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Reputation
Score
+1
+1
+0
+1
+1
+0
+1
+1
+0
+1
Requirements
Attributes = Wis 13+
Base Attack Bonus = +10
Skills = Knowledge (Jedi Lore) +16
Pilot +5
Feats = Force Sensitive
Weapon Focus (usually Lightsaber, but it can be another weapon, or Unarmed/Martial Arts)
Force Feats =
Control
Sense
Alter
Deflect Blasters
Burst of Speed, Lightsaber Defense, or Force Mind
Knight Speed, Knight Defense, or Knight Mind
Master Speed, Master Defense, or Master Mind
Special = A Jedi Knight must successfully guide a Jedi Student/Padawan into the ranks of one of the Knight Prestige
Classes. The Knight must also be confirmed/approved by either at least two (2) other Jedi Masters (Living or Spirit) or
acknowledged as Master by at least five (5) Knights junior to him or her.
21
Class Skills
Skill points at each additional level: 6 + Int Mod
Skill
Computer Use
Craft
Diplomacy
Gather Information
Handle Animal
Intimidate
Knowledge
Profession
Read/Write Language
Search
Sense Motive
Speak Language
Survival
Treat Injury
Key
Ability
INT
INT
CHA
CHA
CHA
CHA
INT
WIS
N/A
INT
WIS
N/A
WIS
WIS
Untrained
JM
Force Skill
Type*
Yes
Yes
Yes
Yes
No
Yes
No
No
No
Yes
Yes
No
Yes
Yes
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Affect Mind
Force Grip
Force Push
Heal Another
Move Object
Battlemind
Force Defense
Force Stealth
Heal Self
Empathy
Enhance Ability
Friendship
Enhance Senses
Farseeing
Fear
See Force
Telepathy
Alter
Alter
Alter
Alter
Alter
Control
Control
Control
Control
Force
Force
Force
Sense
Sense
Sense
Sense
Sense
Key
Ability
CHA
INT
INT
WIS
INT
CON
CON
CON
CON
WIS
CON
CHA
WIS
WIS
WIS
WIS
WIS
Untrained
JM
No
Yes
No
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
No
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
C
Class Features
Vitality = 1D8 + Constitution Modifier
Force Pool = Jedi Masters are able to better use the force than other Force Users. A Jedi Master has a pool of +75% (round
down) of their Vitality as a Force Vitality pool. This pool exists above their normal vitality and is only useable for Force Skills
and Feats that drain vitality. They cannot be used to absorb damage. Once they are expended, the use of force skills and
feats taps the characters vitality as normal. Force Vitality Pool points are recovered at the same rate as regular vitality points,
but only AFTER all regular vitality is recovered.
Uncanny Dodge = At 1st Level, the Jedi Master gains the extraordinary ability to react to danger before his senses would
allow him to do so. At 1st level and above, he retains his Dexterity Bonus to Defense (of any) regardless of being caught flatfooted or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if immobilized). At 5th level, the Jedi
Master can no longer be flanked, as he can react to opponents on opposite sides of him as easily as he can react to a single
attacker. This ability denies Scoundrels, Bounty Hunters, and Jedi Shadows the ability to use flank attacks to Sneak Attack
the Jedi Master.
nd
Jedi Spirit = At 2nd level the Jedi Masters spirit can visibly manifest to other Force Sensitive characters after his death a
number of times equal to his total Force User level. In death, his body vanishes if he is without Dark Side Points.
Healing = At 3rd level the Jedi Master may add his Treat Injury skill rank to any skill check made to rejuvenate or heal either
himself or another with the Force.
th
Skill Emphasis (Force Skill) = At 6 level the Jedi Master gains this bonus Feat.
th
Skill Mastery (Force Skills) = At 9 level the Jedi Master selects a number of Force Skills equal to his Wisdom modifier.
When making a skill check with one of these skills, the Jedi Healer may take 10 even if stress and distractions would normally
prevent him from doing so. He becomes so certain in his skill that he can use it reliably even under adverse conditions.
22